Difference between revisions of "Guide:Class setups"

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''[[Terraria]]'' has no formal player class or leveling system. However, [[weapons]] can be grouped into four distinct categories – [[melee]], [[ranged]], [[magic]], and [[Minions|summoning]]. Each class has its strengths and weaknesses and has a wide variety of weapons to choose from.
 
''[[Terraria]]'' has no formal player class or leveling system. However, [[weapons]] can be grouped into four distinct categories – [[melee]], [[ranged]], [[magic]], and [[Minions|summoning]]. Each class has its strengths and weaknesses and has a wide variety of weapons to choose from.
   
 
'''Melee:''' This class sports the highest [[defense]] on average and decent crowd control, but many melee weapons have short attack range, and those that do attack from a distance tend to have below-average {{DPS}}.
'''Melee:'''
 
   
 
'''Ranger:''' This class is a powerful bossing class with very high single-target damage output, and can attack from a long range. Ranged users must gather materials to craft [[Ammunition items|ammunition]] or buy it from the [[Arms Dealer]], but this is not a significant drawback.
The melee class sports the highest [[defense]] on average and decent crowd control, but many melee weapons have short attack range, and those that do attack from a distance tend to have below-average {{DPS}}.
 
   
 
'''Magic/Mage:''' This class is fragile but highly varied in attack style, often utilizing special mechanics such as homing, lifesteal, and area-of-effect damage. It is held back by reliance on [[mana]], which regenerates very slowly unless the [[Mana Regeneration]] buff is in effect. Mages must craft or purchase [[Recovery potions|mana potions]] if they wish to use high-mana cost weapons for extended periods of time.
'''Ranger:'''
 
   
 
'''Summoner:''' This class is good at dealing with multiple threats, but most summoner armors have low defense, and summons are often inaccurate against enemies that move very quickly, and can use whips as a primary weapon to further complement their arsenal. However, they rely from using weapons from other classes.
The ranged class is a powerful bossing class with very high single-target damage output, and can attack from a long range. Ranged users must gather materials to craft [[Ammunition items|ammunition]] or buy it from the [[Arms Dealer]], but this is not a significant drawback.
 
 
'''Magic/Mage:'''
 
 
The magic class is fragile but highly varied in attack style, often utilizing special mechanics such as homing, lifesteal, and area-of-effect damage. It is held back by reliance on [[mana]], which regenerates very slowly unless the [[Mana Regeneration]] buff is in effect. Mages must craft or purchase [[Recovery potions|mana potions]] if they wish to use high-mana cost weapons for extended periods of time.
 
 
'''Summoner:'''
 
 
The summoning class is good at dealing with multiple threats, but most summoner armors have low defense, and summons are often inaccurate against enemies that move very quickly. As of the Journey’s End update, summoners have access to whips as a primary weapon to further complement their arsenal, though they often still benefit from using weapons from other classes.
 
   
 
Each class gains more complex abilities as the game progresses, enabling more strategic variety in combat. It is advised for players to try out every weapon they find to help determine what works best for them. It is also recommended to use [[buff potions]] and [[Recovery potions|healing potions]] to increase efficiency and survivability in combat (especially during events and boss fights).
 
Each class gains more complex abilities as the game progresses, enabling more strategic variety in combat. It is advised for players to try out every weapon they find to help determine what works best for them. It is also recommended to use [[buff potions]] and [[Recovery potions|healing potions]] to increase efficiency and survivability in combat (especially during events and boss fights).
   
In general, it is recommended to focus on one class. Many [[Armor|armors]], [[accessories]], and [[buffs]] only benefit a specific class, especially later into the game. (Summoning is a notable exception to this rule, since it is possible to inflict both summoning and melee/ranged/magic damage on enemies at the same time.) However, even when not specifically using a hybrid set, backup weapons from another class can be helpful should the situation require a different weapon. Furthermore, each class has at least one minion slot, so it is recommended to have it utilised at all times.
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In general, it is recommended to focus on one class. Many [[Armor]]s, [[Accessories]], and [[buffs]] only benefit a specific class, especially later into the game. However, even when not specifically using a hybrid set, backup weapons from another class can be helpful should the situation require a different weapon. Furthermore, each class has at least one minion slot, so it is recommended to have it utilised at all times.
 
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Revision as of 11:41, 6 July 2020

This is a Guide page.
This is a Guide page.
This means the page will walk you through a specific task, strategy, or enemy/boss fight.
Status: Under revision (This Guide is currently being revised or has been revised partially. It hasn't met all quality standards yet.)
  • Issue(s):
     • Requires a throught review of the full page.
  • For detailed armor set recommendations at every stage of the game, see Guide:Armor progression.
    For cosplay setups, see Guide:Ideas § Cosplay.

    Terraria has no formal player class or leveling system. However, weapons can be grouped into four distinct categories – melee, ranged, magic, and summoning. Each class has its strengths and weaknesses and has a wide variety of weapons to choose from.

    Melee: This class sports the highest defense on average and decent crowd control, but many melee weapons have short attack range, and those that do attack from a distance tend to have below-average DPS.

    Ranger: This class is a powerful bossing class with very high single-target damage output, and can attack from a long range. Ranged users must gather materials to craft ammunition or buy it from the Arms Dealer, but this is not a significant drawback.

    Magic/Mage: This class is fragile but highly varied in attack style, often utilizing special mechanics such as homing, lifesteal, and area-of-effect damage. It is held back by reliance on mana, which regenerates very slowly unless the Mana Regeneration buff is in effect. Mages must craft or purchase mana potions if they wish to use high-mana cost weapons for extended periods of time.

    Summoner: This class is good at dealing with multiple threats, but most summoner armors have low defense, and summons are often inaccurate against enemies that move very quickly, and can use whips as a primary weapon to further complement their arsenal. However, they rely from using weapons from other classes.

    Each class gains more complex abilities as the game progresses, enabling more strategic variety in combat. It is advised for players to try out every weapon they find to help determine what works best for them. It is also recommended to use buff potions and healing potions to increase efficiency and survivability in combat (especially during events and boss fights).

    In general, it is recommended to focus on one class. Many Armors, Accessories, and buffs only benefit a specific class, especially later into the game. However, even when not specifically using a hybrid set, backup weapons from another class can be helpful should the situation require a different weapon. Furthermore, each class has at least one minion slot, so it is recommended to have it utilised at all times.


    Pre-Bosses

    Prior to encountering a boss, set bonuses from wooden and ore armor will almost exclusively provide additional defense, and accessories will not discriminate by weapon type when giving bonuses. When combined with the general scarcity of weapons and the need to survive, there is little point to sticking to a "class" this early on. For these reasons, players are recommended to make use of whatever they can get their hands on. (Note that Shadewood and Ebonwood are the best variants of the wooden equipment, and even being better than Cactus equipment.)

    Mixed (early)

    Early game, just use what weapons/accessories you find. But for those of you who are dead set on classes, there are some suggestions.

    Weapons
    Mixed (late)

    Early game, just use what weapons/accessories you find.

    Weapons

    During Halloween, Pumpkin armor can be crafted without killing a boss, and while it gives much less defense than Gold or Platinum armor, it has a +10% damage buff, which is useful if survivability is not a concern. Most useful with Hermes Boots.

    Pre-Hardmode

    Once you start defeating the first bosses new options become available. In addition, you should have enough mana to use magic weapons. However, the armors still only give small bonuses, so you can still safely mix class styles without a significant loss of damage. Dedicated summoners are still rather weak at this point, although their summoning items can be used by any class.



    Pre-Mechanical Bosses

    At this point in time, it starts to become important to pick a specific class. Many accessories will only benefit a certain class and armor sets start to notably affect your damage output. However, summoner hybridization remains not only viable, but extremely potent due to the availability of the powerful Sanguine Staff.

    At this point, you may want to start working on getting good modifiers for your equipment as well.

    Pre-Plantera

    This is the point where a mixed class becomes rather weak compared to a single class, mainly due to there being separate armor sets for each class. You can of course still play a mixed class, though it is recommended to have a backup armor set (e.g. in the vanity slots) so you can switch quickly for some additional damage or defense.

    Pre-Plantera
    Melee
    1. For an in-depth guide on how to obtain the Terra Blade, see Guide:Crafting a Terra Blade.
    2. 2.0 2.1 Due to their high stats, they can be mixed with other armors.
    3. Due to its lower stats, it should only be used to stack the bonuses of the glove above.
    Pre-Plantera
    Summoning

    Summoner gains a significant boost to survivability thanks to Hallowed armor.

    Accessory

    The Tavernkeep's armors provide minion and sentry bonuses while also providing significant melee, ranged, and magic bonuses. Hybridization is required to bring out their full potential.

    Pre-Golem

    With the Hardmode Dungeon and Pumpkin Moon now available, players have access to a variety of new equipment. Furthermore, any Biome Keys you have obtained are now usable.

    Pre-Lunar Events

    Equipment from Golem, Martian Invasion and the final tier of the Old One's Army is now available. Challenging Duke Fishron, Empress of Light and the Frost Moon is also now feasible.

    Pre-Lunar Events
    Melee

    Both sets of Beetle are viable for different situations. However, the offensive variant is not optimal when using weapons unaffected by melee speed, such as Vampire Knives.

    Pre-Lunar Events
    Magic

    Both the Spectre Mask and Spectre Hood are useful for offense and defense, respectively. The listed hybrid set is strong both offensively and defensively, but is harder to obtain.

    Pre-Lunar Events
    Summoning

    The head and leg slots of Valhalla Knight armor can be swapped for pieces that provide minion capacity, while still retaining the breastplate's high health regeneration.

    Endgame

    At this point you can start using mixed class setups again, since you can kill everything easily. (except when fighting the Moon Lord).

    Multiplayer

    These setups sacrifice part of their own damage to make boss fights smoother for the entire team. A tank keeping bosses in one place should, depending on your group size, result in the overall party's DPS being higher, due to less deaths, ease of aiming, and no situations where one player runs away with the boss while everyone else chases them. The healer helps increase survivability for their team, but sacrifices large amount of their own damage and defense.

    Hard Mode
    Tank
    1. 1.0 1.1 In 1.4, Brain of Confusion provides a 17% dodge chance, and should be used over Master Ninja Gear if the dash effect isn't desired.
    2. 2.0 2.1 2.2 During boss fights, the Paladin's Shield (or its upgrades) should be given to another player to further increase your survivability. Keep in mind that wearing the shield yourself will prevent you from receiving its effect from others.
    Endgame
    Healer
    1. In 1.4, Putrid Scent, and its upgrades, is the corruption equivalent of the flesh knuckles and is used to reduce aggro.

    Other

    Some equipment sets are not meant for fighting, but for other activities, such as fishing, building and exploring. All equipment is optional and makes it easier to perform the task, but otherwise simply use what is at hand.

    Wiring

    The Mechanic NPC unlocks wiring, selling the basic tools.

    Summoner gear might prove useful to defend against enemies while engineering.

    Fishing

    Summoner gear might prove useful to defend against enemies while fishing. A Shield of Cthulhu can be used without interrupting fishing. If you found Lavaproof Fishing Hook, you dont need to use Hotline Fishing Hook anymore.